You are thinking of Tsubaki and Makoto. Tsubaki sounds like an able addition though, simply because of how the True End played out. The job she was given implies that she can fight in some way at least. Dunno about Makoto though. I know Teach Me Ms. Litchi aren't canon, but it made it sound like Makoto could be a could candidate to be a fighter.

And I have a feeling that if they tried to implement Jubei, they'd have to do it like Kliff, and just give him the whole flashback thing. But I agree for the most part, that adding him would probably be difficult to work out.

Who knows though, I'm more convinced of them just adding more Unlimited versions myself. :P

I'll help out on this one. It's character changes and two new characters. V-13 is now Lamabada for plot reasons.

TLDR: new moves, new balances, two new characters, new system mechanics

Quote from: stunedge;463462

System

- You can stock up to 2 bursts- Burst no longer have damage penalty- You start with one burst and get one extra burst next round if you lose the round- When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst)- Life bar still goes into DANGER if barrier meter is running out

- All AH unlocked- You can use AH when you need one more round to win (not the final round of the match) with 100% meter and opponent's life is below certain percentage, character shines in white when it is possible to activate AH

- Heat Gauge goes up automatically from the beginning of the round (I think this is just for loketest to make people can try supers easier)

Appearance- Projectile such as Arakune's Bee and Rachel's flog has a circle around them, easier to identify- better animation- new effect, new voice- life bar turns red when it is extremely low- New pictures for character select screen

and finally, confirmed stuff from the location tests this past weekend.

Quote

Quote from: stunedge;463456

[FONT="Arial Black"][COLOR="blue"]ATTENTION EVERYONE. DO NOT POST ANYTHING IN THIS THREAD OTHER THAN POTENTIAL CHANGES/NEW THINGS THAT YOU FOUND FROM OTHERS/DISCOVERED FROM BEING THERE. PLEASE TAKE ALL THOUGHTS AND DISCUSSION TO THE GENERAL DISCUSSION THREAD[/COLOR][/FONT]

[COLOR="Red"]PLEASE READ THROUGH THIS POST BEFORE YOU POST SOMETHING TO AVOID POSTING DUPLICATED INFORMATION[/COLOR]

Temp thread for summarizing changesNote: Some of the information posted here are not certain and can be WRONG

RAGNA- New Move Berial Edge is not an overhead, can not combo from ground, slow- Berial Edge does not get advantage frames on block- Dead Spike breaks guard primer by 1- Damage from overhead nerfed- no change to jump cancellable moves- JD is smaller during Blood Kain- CS still doesn't go through projectiles- C 2C are shorter but faster, less recovery time- 22C's damage is fixed to 400

JIN-5B is slow-JB is slow, C>JB does not combo-added J2C, which is old JC-new DD Yukikaze 214214D, counter move same as Haku-men's one, 3882 damage-J236D shoots out 2 projectiles instead of 3-214B does not guarantee the knock down-236C shoots out two projectile-DPs, better CG graphic-new JC looks like the second hit of 214D-2B does not link to 5B-A DP has longer recovery time makes it easier to punish-A DP breaks guard primer by 1-air 214A/B/C moves the same distance -Cannot combo after C DP counter-JD is faster-easier to tech after B DP, can not combo into C after B DP-air 214B does not do knockdown motion-easier to unfreeze 6D-better Counter Assault -C>6C doesn't work on crouch anymore (still works on air)-first hit of 236D breaks guard primer by 1

NOEL- 6A doesnt hit on most character's crouch motion- Change to chain revolver, blueish color is now black- Combo damage nerfed, combo from 6B does 3100- You can counter Bullet Rain after Noel lands- 236A/B/C becomes faster- 6D becomes faster- 22C loop nerfed, does only 2700 to Rachel- new J6D move- new move which is the 'old JD' directly from the ground- 5C is shorter but faster - 6C is slower- 6C loop combo is still doable, but it is very hard and need to add 5A to do the loop- 5A is slower

RACHEL- new projectile DD called Tempest Dalia- Tempest Dalia uses up all winds and will change depends on the number of wind left- Tempest Dalia summons random projectile into screen including some weird object like Huge King-Frog George with crown- wind doesnt immediately recover after consumption- easier to tech after JC- no frog combo, frog does not activate during the combo- sword iris command changes to 214C, has mid-air version- Can't cancel J2C while recovering from a landing. - hard to combo after 3C9D - can not summon new flog immediately after the old one activated- frog is now also affected by wind, but frog moves very slow without wind- easier to recover after 6B counter- J2C can not link to other normals on block- hitbox of pumpkin will disappear if Rachel gets hit even after pumpkin is activated- Frog has less life, Taokaka's 2A mashed out it

TAGER- new down status throw called Jet Finger which has magnetize property, 22D (the one like Ragna's 22C) - Jet Finger can be linked after A driver and 3C- Command throw immediately after 22D will lead to purple throw- double the guard libra of other characters.- new 4D move, magnetizes- 623C has invincibility against HEAD attribute move- Walk faster- jump faster- 2D is faster- 5D has guard point and doesn't hit opponent far away, able to combo after it- 3C pulls opponent back- C is faster - 2D, A driver's attracts opponent stronger when magnetized- Magnetized property lasts shorter (around 3sec)

TAOKAKA- J236B changed to only hit in horizontal direction- 3C>JD6>JC>J236B>J2DB doesnt combo- 5B counter hit > 6C does not combo- CD loop and taunt combo remains- projectile move is faster- You can only mash 2A 3times in the row- 236C is faster(?)

LITCHI- all green slower start up- easier to tech after DP hits, cannot end the combo with DP setup- cannot do the combo after DP normal hit- Stick 5A, 2A links to 5B- DP is now RCable- JD will cause slide down- can setup the stick with 6D or 4D, 6D is the forward movement attack and 4D is jump kick move

ARAKUNE- Dive move is not overhead anymore, slow, dive cancel only possible at hit- when curse meter gets full it goes to FEVER mode- You cannot recurse opponent in the FEVER mode- All bugs are changed, not as good as old ones (at least observing from the current point- u can only summon bees while in FEVER mode- bugs are huge- once the curse mode starts it wont go away even if Arakune takes hit- Fog move has no hitbox but if u touch it the curse meter will increase- Fog adds 40-50% to meter Everything else 20-25% - YOU CANT GUARD BREAK with bees- fast and short back step, no change to forward step- Somebody already found 5000+damage combo

BANG- JC is still an overhead (confirmed), J4C is not an overhead(?)- new command throw DD designed for anti-air 2000 damage, air unblockble(?)- Furinkazan comes with consumer version song- D move in general is faster- Poison does more damage- 6C combo works on more characters- C is a bit slower

CARL- J2C is no more overhead, slow- no airthrow loop- easier to tech after 2C- 214C cancel remains- no jump cancel after 5B when blocked- Nirvana's life goes down fast but recovers fast as well- 214214D super does more damage- new projectile is fast and reaches the corner - 8D is not air techable - no change to 2D 4D 6A, glide throw, Gear DD

HAKUMEN- has new barrier move against projectile (?)- barrier appears when he cuts the projectile (white circle with 封="Seal" kanji on the center)- barrier absorbs the projectile and gets bigger - barrier will last for a certain time and will disappear if opponent gets hit by it- 2D and 6D lasts longer- new 4C move, Gatotsu, as long as Litchi's 6B- new J2A which is old J2C but slower- Old JC is now J2C- new JC move looks like second hit of Jin's 214D- meter is easier to identify- C 6C is faster- cannot combo into 5C after 41236C- JD guarantees knockdown

Λ-11-- range got shortened- No more special voice against Ragna- 2C is slow- combo damage nerfed (2700-3400)- new move Act Parser Zwei, Act Parser Zwei: Blade, Act Parser Zwei: Cavalier- Act Parser Zwei is close to old Act Parser, not an attack move- Zwei:Blade is a low move, can be linked from 5DD- Zwei:Cavalier is similar to Blade but attacks from different direction(?), can link to 2DD- all Act Parser move about the same distance, shorter than the old Act Parser- DD>4DD is very hard to combo- 5D is slower, throw>5D does not combo, easier to recover after 5DD- 214D goes further in the horizontal direction- opponent can immediately tech after J214D hit (like Jin's 214B)- 236D changes to the move where appears in the certain range and lasts for about 3-4hits- D attack doesn't combo to 236D in general- opponent floats higher after gravity seed hits, gravity>6A does not work- 236236D is shorter- J214DC cancel is faster

Interesting changes. Wish those were coming out in America. I'd hope they would change Litchi a little more than that though. I love the astral heat changes. That's how it should have been from the very beginning- not the round 3 bullshit.

Interesting changes. Wish those were coming out in America. I'd hope they would change Litchi a little more than that though. I love the astral heat changes. That's how it should have been from the very beginning- not the round 3 bullshit.

Remember that Astral Heats are basically supposed to be Fatalities; they're fatal. So it doesn't make sense for you to "Kill" your opponent, then have them there in the next round. They did this with Guilty Gear too; in the original game if you did an IK attack it not only ended the round, it ended the entire match, because the attack was fatal and killed the opponent. That mechanic too was later changed, and it basically made the IK's into a joke attack(Which is how it should be, really, since Guilty Gear basically became a match of "How to I most effectively spam my IK?" until they changed it.)

Astral Heats aren't really even in the game as anything useful anyway. Their strict requirements were meant to make them into a way to humiliate an opponent, not as any kind of gameplay device to be used seriously. And they're still going to be that way, requiring 100% Heat (not likely to happen in a decent match) and for your opponent to be an inch away from losing anyway. I really don't see why there's a fuss being made over them AT ALL, or why it's being changed like that.

And I'm pretty much 100% sure we'll be getting these changes. There's too big a demand for them not to. I mean, as much as they're touting that it's a European exclusive, Japan is still going to get it first as an arcade machine. We're getting it, no worries.

I do realize they are a way to humiliate the opponent. It became obvious (me not being a GG player) when, like you mentioned, I noticed how none of them are useful in any real way. Like getting on Litchi's pole. Gee I wonder what she's going to do?!

"We're getting it, no worries" as in DLC or a regular release?

That's ultimately what I'd like to see Takezo. Litchi's damage output being a little better. I imagine that might put her corner combos into a too powerful state, but it's not like the other characters can't take 50% of your life anyway in a single combo.

There's no way this could be DLC without it being a full-on downloaded game. With various characters getting whole new attacks and things like attack timing, # of frames and hitboxes being altered, the original data on the disc would be useless. You have to remember that there's a LOT going on here, despite the fact that on the surface, it doesn't really look like it.